On 5 May 2012 01:43, Martin Drautzburg <[email protected]> wrote: > On Saturday, 5. May 2012 00:17:09 Igor Stasenko wrote: > >> may i ask you, what is your plans? >> say, you want to implement a particle system which can be animated at >> decent frame rate, >> or something more complex? > > No much simpler. All I am doing is some sort of gantt chart. I thought smoth- > scrolling would be cool, so I implemented it. But it just doesn't look as > smooth as an iPad (but pretty smoth nontheless) > but you can cheat. look at ipad/imac zooming interface.. when you zoom in, it doesn't redraws the whole desktop each frame. it just captures screenshoot and zooms that image instead (with nice filtering of course).. and only when you stop zooming, it redraws everything at new scale.
as for you, you can do the same, you can prerender a big bitmap in memory, and show only portion of it, while scrolling. >> you know, there's always workarounds.. like in case of particles, >> instead of creating separate >> morphs for each of them, just use single morph and draw them in own >> #drawOn: method >> for morph which will represents your scene.. > > I had this idea initially too, but when I started to imangine, what I would > have to write in my drawOn: method, I ended up with pretty much the same > things, morphic is already doing. > > But actually my major concern is: do I still have a flaw in my program, i.e. > is 0.2 msec per morph an acceptable value. If so, I will stop worrying. If not > I will hunt for it. I am not complaining about morphic, I just want to know if > an experienced programmer would settle for a less than 70 Hz framerate when > moving around a few hundred Morphs? > you should keep in mind that redrawing dozens of morphs involves checking a lot of extra conditions per morph, like visibility, clipping, calculating bounds etc etc etc which costs precious cycles. and which presumably you can easily avoid by having less heavyweight model for your scene. -- Best regards, Igor Stasenko.
